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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
34#include <algorithm> 33#include <algorithm>
35#include <functional> 34#include <functional>
36 35
37playervec players; 36playervec players;
38 37
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
154static void 39static void
155set_first_map (object *op) 40set_first_map (object *op)
156{ 41{
157 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
158 op->x = -1; 43 op->x = -1;
159 op->y = -1; 44 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 45}
174 46
175void 47void
176player::activate () 48player::activate ()
177{ 49{
182 ob->remove (); 54 ob->remove ();
183 ob->map = 0; 55 ob->map = 0;
184 ob->activate_recursive (); 56 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 58 add_friendly_object (ob);
187 enter_map ();
188} 59}
189 60
190void 61void
191player::deactivate () 62player::deactivate ()
192{ 63{
194 return; 65 return;
195 66
196 terminate_all_pets (ob); 67 terminate_all_pets (ob);
197 remove_friendly_object (ob); 68 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
199 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 76 ob->map = 0;
77 party = 0;
201 78
202 // for weird reasons, this is often "ob", keeping a circular reference 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
216 run_on = 0; 92 run_on = 0;
217 fire_on = 0; 93 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
219 95
220 ns->update_look = 0; 96 ns->update_look = 0;
221 ns->look_position = 0; 97 ns->look_position = 0;
222 98
223 clear_los (ob); 99 clear_los ();
224 100
225 ns->reset_stats (); 101 ns->reset_stats ();
226 102
227 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
230 106
231 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 111
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 113
251 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
253 { 116 {
254 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
255 118
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 122 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 124 skin = tmp;
265 125
266 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
267 } 127 }
268 128
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 130
271 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
272 132
273 ob->update_stats (); 133 ob->update_stats ();
134
274 ns->floorbox_update (); 135 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
278 138
279 activate (); 139 activate ();
280 140
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
287} 143}
288 144
289void 145void
290player::disconnect () 146player::disconnect ()
291{ 147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
292 if (ns) 154 if (ns)
293 { 155 {
294 if (active) 156 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 158
297 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
298 160
299 ns->reset_stats (); 161 ns->reset_stats ();
300 ns->pl = 0; 162 ns->pl = 0;
301 this->ns = 0; 163 ns = 0;
302 } 164 }
303 165
304 ob->container = 0; //TODO: client-specific 166 observe = ob;
167
305 deactivate (); 168 deactivate ();
306} 169}
307 170
308// the need for this function can be explained 171// the need for this function can be explained
309// by load_object not returning the object 172// by load_object not returning the object
310void 173void
311player::set_object (object *op) 174player::set_object (object *op)
312{ 175{
313 ob = op; 176 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 177 ob->contr = this; /* this aren't yet in archetype */
315 178
179 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 180 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 181
318 ob->direction = 5; /* So player faces south */ 182 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 183
322 ob->roll_stats (); 184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
191 {
192 case SKILL:
193 ob->flag [FLAG_APPLIED] = false;
194 break;
195
196 case WAND:
197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
206 }
207
208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 ob->deactivate (); // change_weapon activates, fix this better
210}
211
212void
213player::set_observe (object *op)
214{
215 observe = op ? op : ob;
216 do_los = 1;
323} 217}
324 218
325player::player () 219player::player ()
326{ 220{
327 /* There are some elements we want initialised to non zero value - 221 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 222 * we deal with that below this point.
329 */ 223 */
330 outputs_sync = 16; /* Every 2 seconds */ 224 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 225 outputs_count = 4;
332 unapply = unapply_nochoice; 226 unapply = unapply_nochoice;
333 227
334 savebed_map = first_map_path; /* Init. respawn position */ 228 savebed_map = first_map_path; /* Init. respawn position */
335 229
336 gen_sp_armour = 10; 230 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 231 bowtype = bow_normal;
339 petmode = pet_normal; 232 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers; 233 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 234 peaceful = 1; /* default peaceful */
343 do_los = 1; 235 do_los = 1;
236
237 weapon_sp = 1.0f;
238 weapon_sp_left = 0.5f;
344} 239}
345 240
346void 241void
347player::do_destroy () 242player::do_destroy ()
348{ 243{
353 if (ob) 248 if (ob)
354 { 249 {
355 ob->destroy_inv (false); 250 ob->destroy_inv (false);
356 ob->destroy (); 251 ob->destroy ();
357 } 252 }
253
254 ob = observe = 0;
358} 255}
359 256
360player::~player () 257player::~player ()
361{ 258{
362 /* Clear item stack */ 259 /* Clear item stack */
371player::create () 268player::create ()
372{ 269{
373 player *pl = new player; 270 player *pl = new player;
374 271
375 pl->set_object (arch_to_object (get_player_archetype (0))); 272 pl->set_object (arch_to_object (get_player_archetype (0)));
273
274 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */
277
376 set_first_map (pl->ob); 278 set_first_map (pl->ob);
377 279
378 return pl; 280 return pl;
379} 281}
380 282
384 * Note: there MUST be at least one player archetype! 286 * Note: there MUST be at least one player archetype!
385 */ 287 */
386archetype * 288archetype *
387get_player_archetype (archetype *at) 289get_player_archetype (archetype *at)
388{ 290{
389 archetype *start = at; 291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
297 archvec::iterator i = archetypes.find (nat);
390 298
391 for (;;) 299 for (;;)
392 { 300 {
393 if (at == NULL || at->next == NULL) 301 if (++i == archetypes.end ())
394 at = first_archetype; 302 i = archetypes.begin ();
395 else 303 else if (*i == at)
396 at = at->next; 304 cleanup ("not a single player archetype found");
397 305
398 if (at->clone.type == PLAYER) 306 if ((*i)->type == PLAYER)
399 return at; 307 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 308 }
407} 309}
408 310
409object * 311object *
410get_nearest_player (object *mon) 312get_nearest_player (object *mon)
414 unsigned lastdist; 316 unsigned lastdist;
415 rv_vector rv; 317 rv_vector rv;
416 318
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 319 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 320 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 321 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 322 continue;
448 323
449 if (lastdist > rv.distance) 324 if (lastdist > rv.distance)
450 { 325 {
526 x = mon->x; 401 x = mon->x;
527 y = mon->y; 402 y = mon->y;
528 m = mon->map; 403 m = mon->map;
529 dir = rv.direction; 404 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 405 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 406 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
407
532 /* If we can't solve it within the search distance, return now. */ 408 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 409 if (diff > max)
534 return 0; 410 return 0;
411
535 while (diff > 1 && max > 0) 412 while (diff > 1 && max > 0)
536 { 413 {
537 lastx = x; 414 lastx = x;
538 lasty = y; 415 lasty = y;
539 lastmap = m; 416 lastmap = m;
621 max--; 498 max--;
622 lastdir = dir; 499 lastdir = dir;
623 if (!firstdir) 500 if (!firstdir)
624 firstdir = dir; 501 firstdir = dir;
625 } 502 }
503
626 if (diff <= 1) 504 if (diff <= 1)
627 { 505 {
628 /* Recalculate diff (distance) because we may not have actually 506 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 507 * headed toward player for entire distance.
630 */ 508 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 509 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 510 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 511 }
512
634 if (diff > max) 513 if (diff > max)
635 return 0; 514 return 0;
636 } 515 }
516
637 /* If we reached the max, didn't find a direction in time */ 517 /* If we reached the max, didn't find a direction in time */
638 if (!max) 518 if (!max)
639 return 0; 519 return 0;
640 520
641 return firstdir; 521 return firstdir;
642} 522}
643 523
644void 524void
645give_initial_items (object *pl, treasurelist * items) 525give_initial_items (object *pl, treasurelist *items)
646{ 526{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 527 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 528 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 529
652 for (op = pl->inv; op; op = next) 530 for (object *next, *op = pl->inv; op; op = next)
653 { 531 {
654 next = op->below; 532 next = op->below;
655 533
656 /* Forces get applied per default, unless they have the 534 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 535 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 540 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 541 * by this player due to race restrictions
664 */ 542 */
665 if (pl->type == PLAYER) 543 if (pl->type == PLAYER)
666 { 544 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
546 &&
668 (op->type == ARMOUR || op->type == BOOTS || 547 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 548 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 549 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 552 {
673 op->destroy (); 553 op->destroy ();
674 continue; 554 continue;
675 } 555 }
676 } 556 }
677 557
678 /* This really needs to be better - we should really give 558 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 559 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 560 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 561 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 562 if (op->type == SKILL)
685 { 563 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 564 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 565 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 566 {
694 op->destroy (); 567 op->destroy ();
568 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 570 break;
697 } 571 }
698 572
699 if (op->nrof > 1) 573 if (op->nrof > 1)
700 op->nrof = 1; 574 op->nrof = 1;
701 } 575 }
702 576
703 if (op->type == SPELLBOOK && op->inv) 577 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 579
708 /* Give starting characters identified, uncursed, and undamned 580 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 581 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 582 * merged properly.
711 */ 583 */
712 if (need_identify (op)) 584 if (need_identify (op))
713 { 585 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 586 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 587 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 588 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 589 }
590
718 if (op->type == SPELL) 591 if (op->type == SPELL)
719 { 592 {
720 op->destroy (); 593 op->destroy ();
721 continue; 594 continue;
722 } 595 }
724 { 597 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 598 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 599 op->stats.exp = 0;
727 op->level = 1; 600 op->level = 1;
728 } 601 }
729 /* lock all 'normal items by default */ 602 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 603 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 604 } /* for loop of objects in player inv */
733 605
734 /* Need to set up the skill pointers */ 606 /* Need to set up the skill pointers */
735 link_player_skills (pl); 607 pl->contr->link_skills ();
736} 608}
737 609
738void 610void
739get_party_password (object *op, partylist *party) 611get_party_password (object *op, partylist *party)
740{ 612{
755roll_stat (void) 627roll_stat (void)
756{ 628{
757 int a[4], i, j, k; 629 int a[4], i, j, k;
758 630
759 for (i = 0; i < 4; i++) 631 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 632 a[i] = (int) rndm (6) + 1;
761 633
762 for (i = 0, j = 0, k = 7; i < 4; i++) 634 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 635 if (a[i] < k)
764 k = a[i], j = i; 636 k = a[i], j = i;
765 637
771} 643}
772 644
773void 645void
774object::roll_stats () 646object::roll_stats ()
775{ 647{
776 int statsort [7]; 648 int statsort [NUM_STATS];
777 649
778 for (;;) 650 for (;;)
779 { 651 {
780 int sum = 0; 652 int sum = 0;
781 for (int i = 7; i--; ) 653 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 654 sum += statsort [i] = roll_stat ();
783 655
784 if (sum >= 82 && sum <= 116) 656 if (sum >= 82 && sum <= 116)
785 break; 657 break;
786 } 658 }
787 659
788 // Sort the stats so that rerolling is easier... 660 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 661 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 662
663 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 664 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 665
799 stats.exp = 0; 666 stats.exp = 0;
800 stats.ac = 0; 667 stats.ac = 0;
801 668
802 stats.hp = stats.maxhp; 669 stats.hp = stats.maxhp;
814} 681}
815 682
816void 683void
817object::swap_stats (int a, int b) 684object::swap_stats (int a, int b)
818{ 685{
819 int tmp = get_attr_value (&contr->orig_stats, a); 686 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 687
688 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 689 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 690
831 //TODO: the following code looks so borked and should, at the very least, 691 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 692 // be merged with the similar code in roll_stats
833 stats.ac = 0; 693 stats.ac = 0;
834 694
853static void 713static void
854start_info (object *op) 714start_info (object *op)
855{ 715{
856 char buf[MAX_BUF]; 716 char buf[MAX_BUF];
857 717
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 718 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 719 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 720}
863 721
864/* This function takes the key that is passed, and does the 722/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 723 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 724 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 725 * separate race and class; this actually changes the RACE,
868 * not the class. 726 * not the class.
869 */ 727 */
870int 728void
871key_change_class (object *op, char key) 729player::chargen_race_done ()
872{ 730{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 731 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 732 esrv_new_player (ob->contr);
881 733
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 734 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 735 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 736 create_treasure (tl, ob, 0, 0, 0);
885 737
886 INVOKE_PLAYER (BIRTH, op->contr); 738 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 739 INVOKE_PLAYER (LOGIN, ob->contr);
888 740
889 op->contr->ns->state = ST_PLAYING; 741 ob->contr->ns->state = ST_PLAYING;
890 742
891 if (op->msg) 743 if (ob->msg)
892 op->msg = NULL; 744 ob->msg = 0;
893 745
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 746 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 748 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 749 esrv_send_inventory (ob, ob);
905 op->update_stats (); 750 ob->update_stats ();
906 751
907 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
908 * is one for this race 753 * is one for this race
909 */ 754 */
910 if (*first_map_ext_path) 755 if (*first_map_ext_path)
911 { 756 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 757 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 758 LOG (llevDebug, "first_map_ext_path not set\n");
759}
927 760
928 return 0; 761void
929 } 762player::chargen_race_next ()
930 763{
931 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
933 */ 766 */
934 767
935 tmp_loop = 0; 768 do
936 while (!tmp_loop)
937 { 769 {
938 shstr name = op->name; 770 shstr name = ob->name;
939 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
940 772
941 op->remove_statbonus (); 773 ob->remove_statbonus ();
942 op->remove (); 774 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 775 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 776 ob->arch->copy_to (ob);
945 op->instantiate (); 777 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 779 ob->name = ob->name_pl = name;
948 op->x = x; 780 ob->x = x;
949 op->y = y; 781 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 785 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 786 }
787 while (!allowed_class (ob));
956 788
957 update_object (op, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 790 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 791 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 794 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 795}
970 796
971void 797void
972flee_player (object *op) 798flee_player (object *op)
973{ 799{
979 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 807 return;
982 } 808 }
983 809
984 if (op->enemy == NULL) 810 if (!op->enemy)
985 { 811 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 814 return;
989 } 815 }
990 816
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 818 {
1004 op->enemy = NULL; 819 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 821 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1010 825
1011 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1013 { 828 {
1014 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1015 830
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return; 832 return;
1018 } 833 }
1019 834
1020 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 836 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 837 op->enemy = NULL;
1023} 838}
1024 839
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 842 * stop.
1029 */ 843 */
1030int 844int
1031check_pick (object *op) 845check_pick (object *op)
1032{ 846{
1033 object *tmp, *next; 847 object *tmp, *next;
1034 int stop = 0; 848 int stop = 0;
1035 int j, k, wvratio; 849 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 850
1038 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1040 return 1; 853 return 1;
1041 854
1042 next = op->below; 855 next = op->below;
1043 856
857 int cnt = MAX_ITEM_PER_DROP;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
859
1044 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 861 * destroyed */
1046 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1047 { 863 {
1048 tmp = next; 864 tmp = next;
1049 next = tmp->below; 865 next = tmp->below;
1050 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1051 if (op->destroyed ()) 873 if (op->destroyed ())
1052 return 0; 874 return 0;
1053 875
1054 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1055 continue; 877 continue;
1056 878
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 880 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1061 continue; 884 continue;
1062 } 885 }
1063 886
1064 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
940
941 /* ignore known cursed objects */
942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1066 { 949 {
1067 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1009 {
1069 case 0: 1010 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1011 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1012 }
1102 } 1013 }
1103 else 1014
1104 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING || tmp->type == AMULET)
1107 { 1018 {
1108 /* some debugging code to figure out item information */ 1019 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1020 continue;
1021 }
1155 1022
1156 /* ignore known cursed objects */ 1023 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1158 continue; 1028 continue;
1029 }
1159 1030
1160 /* all food and drink if desired */ 1031 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1032 if (op->contr->mode & PU_BOW)
1033 if (tmp->type == BOW)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_ARROW)
1040 if (tmp->type == ARROW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 /* all kinds of armor etc. */
1047 if (op->contr->mode & PU_ARMOUR)
1048 if (tmp->type == ARMOUR)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_HELMET)
1055 if (tmp->type == HELMET)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_SHIELD)
1062 if (tmp->type == SHIELD)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1162 if (op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1069 if (tmp->type == BOOTS)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_CLOAK)
1083 if (tmp->type == CLOAK)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 /* careful: chairs and tables are weapons! */
1098 if (op->contr->mode & PU_ALLWEAPON)
1099 {
1100 if (tmp->type == WEAPON)
1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1102 {
1165 pick_up (op, tmp); 1103 CHK_PICK_PICKUP;
1166 continue; 1104 continue;
1167 } 1105 }
1106 }
1168 1107
1108 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1109 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1111 {
1172 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1173 continue; 1113 continue;
1174 } 1114 }
1175 1115
1116 /* any of the last 4 bits set means we use the ratio for value
1117 * pickups */
1176 if (op->contr->mode & PU_POTION) 1118 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1119 {
1120 /* use value density to decide what else to grab */
1121 /* >=7 was >= op->contr->mode */
1122 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1123 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1124 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1125 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1126 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1127#if 0
1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1129 if (tmp->name != NULL)
1224 { 1130 {
1225 pick_up (op, tmp); 1131 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1132 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1133 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1134 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1137#endif
1138 CHK_PICK_PICKUP;
1366 continue; 1139 continue;
1367 }
1368 } 1140 }
1369 } /* the new pickup model */ 1141 } /* the new pickup model */
1370 } 1142 }
1371 1143
1372 return !stop; 1144 return !stop;
1378 * found object is returned. 1150 * found object is returned.
1379 */ 1151 */
1380object * 1152object *
1381find_arrow (object *op, const char *type) 1153find_arrow (object *op, const char *type)
1382{ 1154{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1155 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp);
1158
1159 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1161 if (object *arrow = find_arrow (tmp, type))
1162 {
1163 splay (tmp);
1389 return op; 1164 return arrow;
1165 }
1166
1390 return tmp; 1167 return 0;
1391} 1168}
1392 1169
1393/* 1170/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1171 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1172 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1173 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1175 */
1399
1400object * 1176object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1178{
1403 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1405 1181
1406 if (!type) 1182 if (!type)
1410 { 1186 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 { 1188 {
1413 i = 0; 1189 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1415 if (i > betterby) 1192 if (i > betterby)
1416 { 1193 {
1417 tmp = ntmp; 1194 tmp = ntmp;
1418 betterby = i; 1195 betterby = i;
1419 } 1196 }
1420 } 1197 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1198 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1199 {
1423 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1201 if (target->race && arrow->slaying.contains (target->race))
1425 { 1202 {
1426 if (arrow->attacktype & AT_DEATH) 1203 if (arrow->attacktype & AT_DEATH)
1427 { 1204 {
1428 *better = 100; 1205 *better = 100;
1429 return arrow; 1206 return arrow;
1437 else 1214 else
1438 { 1215 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1216 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1217 {
1441 attacktype = 1 << attacknum; 1218 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1219 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1220 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1221 {
1445 tmp = arrow; 1222 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1224 }
1448 } 1225 }
1226
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1228 {
1451 tmp = arrow; 1229 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1231 }
1232
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1234 {
1456 tmp = arrow; 1235 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1237 }
1459 } 1238 }
1460 } 1239 }
1461 } 1240 }
1241
1462 if (tmp == NULL && arrow == NULL) 1242 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1243 return find_arrow (op, type);
1464 1244
1465 *better = betterby; 1245 *better = betterby;
1466 return tmp; 1246 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1250 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1251 * op = the shooter
1472 * type = bow->race 1252 * type = bow->race
1473 * dir = fire direction 1253 * dir = fire direction
1474 */ 1254 */
1475
1476object * 1255object *
1477pick_arrow_target (object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1257{
1479 object *tmp = NULL; 1258 object *tmp = NULL;
1480 maptile *m; 1259 maptile *m;
1481 int i, mflags, found, number; 1260 int i, mflags, found, number;
1482 sint16 x, y; 1261 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1276 for (i = 0, found = 0; i < 20; i++)
1498 { 1277 {
1499 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1283 {
1504 tmp = NULL; 1284 tmp = 0;
1505 break; 1285 break;
1506 } 1286 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1288 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1511 */ 1291 */
1512 tmp = NULL; 1292 tmp = 0;
1513 break; 1293 break;
1514 } 1294 }
1295
1515 if (mflags & P_IS_ALIVE) 1296 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1299 break;
1525 }
1526 } 1300 }
1527 if (tmp == NULL) 1301
1302 if (!tmp)
1528 return find_arrow (op, type); 1303 return find_arrow (op, type);
1529 1304
1530 if (tmp->head) 1305 if (tmp->head)
1531 tmp = tmp->head; 1306 tmp = tmp->head;
1532 1307
1545 */ 1320 */
1546int 1321int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1322fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1323{
1549 object *left, *bow; 1324 object *left, *bow;
1550 int bowspeed, mflags; 1325 int mflags;
1551 maptile *m; 1326 maptile *m;
1552 1327
1553 if (!dir) 1328 if (!dir)
1554 { 1329 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1330 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1331 return 0;
1557 } 1332 }
1558 1333
1559 if (op->type == PLAYER) 1334 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1335 bow = op->current_weapon;
1561 else 1336 else
1562 { 1337 {
1563 for (bow = op->inv; bow; bow = bow->below) 1338 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1339 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1340 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1345 if (!bow)
1571 { 1346 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1348 return 0;
1574 } 1349 }
1350
1351 // optimisation: move object to top so we will find it quickly again
1352 splay (bow);
1575 } 1353 }
1576 1354
1577 if (!bow->race || !bow->skill) 1355 if (!bow->race || !bow->skill)
1578 { 1356 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1358 return 0;
1581 } 1359 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1360
1592 if (arrow == NULL) 1361 if (arrow == NULL)
1593 { 1362 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1363 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1364 {
1596 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1367 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1368 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1369 CLEAR_FLAG (op, FLAG_READY_BOW);
1370
1601 return 0; 1371 return 0;
1602 } 1372 }
1603 } 1373 }
1604 1374
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1375 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1383 }
1614 1384
1615 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1386 if (arrow->nrof == 0)
1617 { 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1389 arrow->destroy ();
1619 return 0; 1390 return 0;
1620 } 1391 }
1621 1392
1622 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1394 arrow = arrow->split ();
1624 if (!arrow) 1395 if (!arrow)
1625 { 1396 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1397 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1398 return 0;
1628 } 1399 }
1629 1400
1630 arrow->set_owner (op); 1401 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1402 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1403 arrow->direction = dir;
1633 1404
1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1406 arrow->stats.hp = arrow->stats.dam;
1407 arrow->stats.grace = arrow->attacktype;
1408 arrow->custom_name = arrow->slaying;
1409
1410#if 0
1411 if (player *pl = op->contr)
1412 {
1413 float speed = pl->weapon_sp;
1414
1415 /* penalize ROF for bestarrow */
1416 if (pl->bowtype == bow_bestarrow)
1417 speed *= .9f;
1418 else
1419 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1420
1421 op->speed_left += speed - op->speed;
1422 }
1423#endif
1424
1425 SET_ANIMATION (arrow, arrow->direction);
1426
1427 /* update the speed */
1428 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1429 + bow->stats.dam / 7.f;
1430
1431 arrow->set_speed (max (arrow->speed, 2.f));
1432 arrow->speed_left = 0;
1433
1434 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1435
1634 if (op->type == PLAYER) 1436 if (op->type == PLAYER)
1635 { 1437 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1438 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1439 wc -= dex_bonus[op->stats.Dex];
1440
1441 if (!arrow->slaying)
1442 arrow->slaying = op->slaying;
1443
1444 arrow->attacktype |= op->attacktype;
1667 } 1445 }
1668 else 1446 else
1669 { 1447 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1448 arrow->level = op->level;
1672 } 1449 arrow->stats.wc -= bow->magic;
1673 1450
1674 if (arrow->attacktype == AT_PHYSICAL) 1451 if (!arrow->slaying)
1452 arrow->slaying = bow->slaying;
1453
1675 arrow->attacktype |= bow->attacktype; 1454 arrow->attacktype |= bow->attacktype;
1455 }
1676 1456
1677 if (bow->slaying) 1457 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1458 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1459
1460 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1461 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1462 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1463
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1464 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1465 m->insert (arrow, sx, sy, op);
1685 1466
1686 if (!arrow->destroyed ()) 1467 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1468 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1469
1697 return 1; 1470 return 1;
1698} 1471}
1699 1472
1700/* Special fire code for players - this takes into 1473/* Special fire code for players - this takes into
1705 * hence the function name. 1478 * hence the function name.
1706 */ 1479 */
1707int 1480int
1708player_fire_bow (object *op, int dir) 1481player_fire_bow (object *op, int dir)
1709{ 1482{
1710 int ret = 0, wcmod = 0; 1483 int ret;
1711 1484
1712 if (op->contr->bowtype == bow_bestarrow) 1485 if (op->contr->bowtype == bow_bestarrow)
1713 { 1486 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1487 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1488 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1490 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1491 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1493 }
1723 else if (op->contr->bowtype == bow_threewide) 1494 else if (op->contr->bowtype == bow_threewide)
1724 { 1495 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1497 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1499 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1500 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1501 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1502 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1503 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1505 }
1736 else 1506 else
1737 { 1507 {
1738 /* Simple case */ 1508 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1509 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1510 }
1511
1741 return ret; 1512 return ret;
1742} 1513}
1743
1744 1514
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1515/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1516 * Broken apart from 'fire' to keep it more readable.
1747 */ 1517 */
1748void 1518void
1749fire_misc_object (object *op, int dir) 1519fire_misc_object (object *op, int dir)
1750{ 1520{
1751 object *item; 1521 object *item = op->contr->ranged_ob;
1752 1522
1753 if (!op->contr->ranges[range_misc]) 1523 if (!item)
1754 { 1524 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1526 return;
1757 } 1527 }
1758 1528
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1529 if (!item->inv)
1761 { 1530 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1531 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1532 return;
1764 } 1533 }
1534
1535 if (!op->change_weapon (item))
1536 return;
1537
1765 if (item->type == WAND) 1538 if (item->type == WAND)
1766 { 1539 {
1767 if (item->stats.food <= 0) 1540 if (item->stats.food <= 0)
1768 { 1541 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1542 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1543 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1544
1771 return; 1545 return;
1772 } 1546 }
1773 } 1547 }
1774 else if (item->type == ROD || item->type == HORN) 1548 else if (item->type == ROD || item->type == HORN)
1775 { 1549 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1551
1552 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1555 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1556 op->contr->play_sound (sound_find ("wand_poof"));
1557
1779 if (item->type == ROD) 1558 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1560 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1562
1783 return; 1563 return;
1784 } 1564 }
1785 } 1565 }
1786 1566
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1567 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1568 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1790 if (item->type == WAND) 1571 if (item->type == WAND)
1791 { 1572 {
1792 if (!(--item->stats.food)) 1573 if (!(--item->stats.food))
1793 { 1574 {
1794 object *tmp; 1575 object *tmp;
1795 1576
1796 if (item->arch) 1577 if (item->arch)
1797 { 1578 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1579 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1580 item->face = item->arch->face;
1800 item->set_speed (0); 1581 item->set_speed (0);
1801 } 1582 }
1802 1583
1803 if ((tmp = item->in_player ())) 1584 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1585 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1586 }
1806 } 1587 }
1807 else if (item->type == ROD || item->type == HORN) 1588 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1589 drain_rod_charge (item);
1809 } 1590 }
1810} 1591}
1811 1592
1812/* Received a fire command for the player - go and do it. 1593/* Received a fire command for the player - go and do it.
1813 */ 1594 */
1814void 1595bool
1815fire (object *op, int dir) 1596fire (object *op, int dir)
1816{ 1597{
1817 int spellcost = 0; 1598 int spellcost = 0;
1599
1600 player *pl = op->contr;
1601
1602 if (pl->golem)
1603 {
1604 control_golem (op->contr->golem, dir);
1605 return false;
1606 }
1607
1608 object *ob = pl->ranged_ob;
1609
1610 if (!ob)
1611 return false;
1612
1613 if (op->speed_left > 0.f)
1614 --op->speed_left;
1615 else
1616 return false;
1617
1618 if (!op->change_weapon (ob))
1619 return false;
1818 1620
1819 /* check for loss of invisiblity/hide */ 1621 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1622 if (action_makes_visible (op))
1821 make_visible (op); 1623 make_visible (op);
1822 1624
1823 switch (op->contr->shoottype) 1625 switch (ob->type)
1824 { 1626 {
1825 case range_none: 1627 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1628 player_fire_bow (op, dir);
1830 return; 1629 break;
1831 1630
1832 case range_magic: /* Casting spells */ 1631 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1633 break;
1835 1634
1836 case range_misc: 1635 case BUILDER:
1636 apply_map_builder (op, dir);
1637 break;
1638
1639 case SKILL:
1640 do_skill (op, op, ob, dir, 0);
1641 break;
1642
1643 default:
1837 fire_misc_object (op, dir); 1644 fire_misc_object (op, dir);
1838 return; 1645 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1646 }
1867}
1868 1647
1869 1648 return true;
1649}
1870 1650
1871/* find_key 1651/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1652 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1653 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1654 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1656 * pl is the player,
1877 * inv is the objects inventory to searched 1657 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1658 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1659 * This function can be called recursively to search containers.
1880 */ 1660 */
1881
1882object * 1661object *
1883find_key (object *pl, object *container, object *door) 1662find_key (object *pl, object *container, object *door)
1884{ 1663{
1885 object *tmp, *key; 1664 object *tmp, *key;
1886 1665
1887 /* Should not happen, but sanity checking is never bad */ 1666 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1667 if (!container->inv)
1889 return NULL; 1668 return 0;
1890 1669
1891 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1672 {
1894 if (door->type == DOOR && tmp->type == KEY) 1673 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1674 break;
1675
1896 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1898 */ 1678 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1680 break;
1901 } 1681 }
1682
1902 /* No key found - lets search inventories now */ 1683 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1684 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1685 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1686 * a key, return
1906 */ 1687 */
1907 if (!tmp) 1688 if (!tmp)
1908 { 1689 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1911 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1692 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1693 if ((key = find_key (pl, tmp, door)))
1915 return key; 1694 return key;
1916 } 1695
1917 }
1918 if (!tmp) 1696 if (!tmp)
1919 return NULL; 1697 return 0;
1920 } 1698 }
1699
1921 /* We get down here if we have found a key. Now if its in a container, 1700 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1701 * see if we actually want to use it
1923 */ 1702 */
1924 if (pl != container) 1703 if (pl != container)
1925 { 1704 {
1926 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1927 if (!pl->contr) 1706 if (!pl->contr)
1928 return NULL; 1707 return 0;
1708
1929 /* cases where this fails: 1709 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1711 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1933 * containers can be used. 1713 * containers can be used.
1939 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1940 * all the others. 1720 * all the others.
1941 */ 1721 */
1942 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1725 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1728 return NULL;
1949 } 1729 }
1950 } 1730 }
1731
1951 return tmp; 1732 return tmp;
1952} 1733}
1953 1734
1954/* moved door processing out of move_player_attack. 1735/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1736 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1738 * 0 otherwise
1958 */ 1739 */
1959static int 1740static int
1960player_attack_door (object *op, object *door) 1741player_attack_door (object *op, object *door)
1961{ 1742{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1743 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1744 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1745 * otherwise, we fall through to the rest of the code.
1965 */ 1746 */
1966 object *key = find_key (op, op, door); 1747 object *key = find_key (op, op, door);
1967 1748
1968 /* IF we found a key, do some extra work */ 1749 /* If we found a key, do some extra work */
1969 if (key) 1750 if (key)
1970 { 1751 {
1971 object *container = key->env; 1752 object *container = key->env;
1972 1753
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
1975 make_visible (op); 1755 make_visible (op);
1756
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1757 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1758 spring_trap (door->inv, op);
1759
1978 if (door->type == DOOR) 1760 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1761 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1762 else if (door->type == LOCKED_DOOR)
1983 { 1763 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1764 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1765 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1766 }
1767
1987 /* Do this after we print the message */ 1768 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1769 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1770
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1771 return 1; /* Nothing more to do below */
1993 } 1772 }
1994 else if (door->type == LOCKED_DOOR) 1773 else if (door->type == LOCKED_DOOR)
1995 { 1774 {
1996 /* Might as well return now - no other way to open this */ 1775 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1776 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1777 return 1;
1999 } 1778 }
1779
2000 return 0; 1780 return 0;
2001} 1781}
2002 1782
2003/* This function is just part of a breakup from move_player. 1783/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1784 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1785 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1786 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
2008 */ 1788 */
2009void 1789bool
2010move_player_attack (object *op, int dir) 1790move_player_attack (object *op, int dir)
2011{ 1791{
2012 object *tmp, *mon; 1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2013 sint16 nx, ny; 1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
2014 int on_battleground; 1798 int on_battleground;
2015 maptile *m;
2016 1799
2017 nx = freearr_x[dir] + op->x; 1800 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1801 sint16 ny = freearr_y[dir] + op->y;
2019 1802
2020 on_battleground = op_on_battleground (op, 0, 0); 1803 on_battleground = op_on_battleground (op, 0, 0);
1804
1805 if (out_of_map (op->map, nx, ny))
1806 return false;
2021 1807
2022 /* If braced, or can't move to the square, and it is not out of the 1808 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 1809 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 1810 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 1811 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 1812 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 1813 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 1814 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 1815 * move_ob uses.
2030 */ 1816 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1817 maptile *m = op->map->xy_find (nx, ny);
1818
1819 /* Go through all the objects, and find ones of interest. Only stop if
1820 * we find a monster - that is something we know we want to attack.
1821 * if its a door or barrel (can roll) see if there may be monsters
1822 * on the space
1823 */
1824 object *mon;
1825 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1826 {
1827 if ((mon->flag [FLAG_ALIVE]
1828 || mon->type == LOCKED_DOOR
1829 || mon->flag [FLAG_CAN_ROLL])
1830 && mon != op)
1831 break;
2032 { 1832 }
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1833
1834 if (!mon) /* This happens anytime the player tries to move */
1835 return false; /* into a wall */
1836
1837 mon = mon->head_ ();
1838
1839 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1840 if (op->contr->weapon_sp_left > 0.f)
1841 if (player_attack_door (op, mon))
1842 {
1843 --op->contr->weapon_sp_left;
1844 return true;
2034 { 1845 }
2035 m = op->map->xy_find (nx, ny); 1846
2036 if (!m) 1847 /* The following deals with possibly attacking peaceful
2037 return; /* Don't think this should happen */ 1848 * or friendly creatures. Basically, all players are considered
1849 * unaggressive. If the moving player has peaceful set, then the
1850 * object should be pushed instead of attacked. It is assumed that
1851 * if you are braced, you will not attack friends accidently,
1852 * and thus will not push them.
1853 */
1854
1855 /* If the creature is a pet, push it even if the player is not
1856 * peaceful. Our assumption is the creature is a pet if the
1857 * player owns it and it is either friendly or unagressive.
1858 */
1859 if (op->type == PLAYER
1860 && ((mon->owner && mon->owner->contr
1861 && same_party (mon->owner->contr->party, op->contr->party))
1862 || mon->owner == op)
1863 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1864 {
1865 /* If we're braced, we don't want to switch places with it */
1866 if (op->contr->braced)
1867 return false;
1868
1869 if (op->speed_left > 0.f)
1870 {
1871 --op->speed_left;
1872
1873 op->play_sound (sound_find ("push_player"));
1874 push_ob (mon, dir, op);
1875
1876 if (action_makes_visible (op))
1877 make_visible (op);
1878
1879 return true;
2038 } 1880 }
2039 else 1881 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 1882 return false;
1883 }
2044 1884
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return;
2106
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly 1885 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 1886 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 1887 * someone, but put it inside this loop so that you won't
2118 * attack them either. 1888 * attack them either.
2119 */ 1889 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 1890 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1891 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 1892 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 1893 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 1894 && !on_battleground))
1895 {
1896 if (op->speed_left > 0.f)
2131 { 1897 {
1898 --op->speed_left;
1899
2132 if (!op->contr->braced) 1900 if (!op->contr->braced)
2133 { 1901 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1902 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1903 push_ob (mon, dir, op);
2136 } 1904 }
2137 else 1905 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
2139 1907
2140 if (op->contr->tmp_invis || op->hide) 1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1909 make_visible (op);
2142 }
2143 1910
1911 return true;
1912 }
1913 }
2144 /* If the object is a boulder or other rollable object, then 1914 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 1915 * roll it if not braced. You can't roll it if you are braced.
2146 */ 1916 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1917 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1918 {
1919 if (op->speed_left > 0.f)
2148 { 1920 {
1921 --op->speed_left;
1922
2149 recursive_roll (mon, dir, op); 1923 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 1924 if (action_makes_visible (op))
2151 make_visible (op); 1925 make_visible (op);
2152 }
2153 1926
1927 return true;
1928 }
1929 }
2154 /* Any generic living creature. Including things like doors. 1930 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 1931 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 1932 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 1933 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 1934 * that party_number -1 is no party, so attacks can still happen.
2159 */ 1935 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1936 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1937 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 1938 {
2163 1939 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 1940 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 1941 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 1942
2176 skill_attack (mon, op, 0, 0, 0); 1943 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 1944
2192 if (action_makes_visible (op)) 1945 if (action_makes_visible (op))
2193 make_visible (op); 1946 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 1947
2198int 1948 return true;
1949 }
1950 }
1951
1952 return false;
1953}
1954
1955bool
2199move_player (object *op, int dir) 1956move_player (object *op, int dir)
2200{ 1957{
2201 int pick; 1958 int pick;
2202 1959
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1960 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 1961 return 0;
2205 1962
2206 /* Sanity check: make sure dir is valid */ 1963 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 1964 if ((dir < 0) || (dir >= 9))
2208 { 1965 {
2210 return 0; 1967 return 0;
2211 } 1968 }
2212 1969
2213 /* peterm: added following line */ 1970 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 1973
2217 op->facing = dir; 1974 op->facing = dir;
2218 1975
2219 if (op->hide) 1976 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 1977 do_hidden_move (op);
2221 1978
1979 bool retval;
1980
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 1982 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 1983 else if (op->contr->fire_on)
2225 fire (op, dir); 1984 retval = fire (op, dir);
2226 else 1985 else
2227 { 1986 {
2228 move_player_attack (op, dir); 1987 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 1988 pick = check_pick (op);
2230 } 1989 }
2231 1990
2232 /* Add special check for newcs players and fire on - this way, the 1991 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 1992 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 1999 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2000 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2001 * for players.
2243 */ 2002 */
2244 animate_object (op, op->facing); 2003 animate_object (op, op->facing);
2245 return 0; 2004
2005 return retval;
2246} 2006}
2247 2007
2248/* This is similar to handle_player, below, but is only used by the 2008/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2009 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2010 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2011 * the new speed values for commands.
2252 * 2012 *
2253 * Returns true if there are more actions we can do. 2013 * Returns true if there are more actions we can do. Should not do
2014 * many actions in a row, as that would be too unfair to other
2015 * players.
2254 */ 2016 */
2255int 2017bool
2256handle_newcs_player (object *op) 2018handle_newcs_player (object *op)
2257{ 2019{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2020 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2021 {
2280 flee_player (op); 2022 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2023 {
2284 op->speed_left--; 2024 --op->speed_left;
2025 flee_player (op);
2026
2285 return 0; 2027 return true;
2286 } 2028 }
2029 else
2030 return false;
2287 } 2031 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2032
2297 /* call this here - we also will call this in do_ericserver, but 2033 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2034 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2035 * called, so we recheck it here.
2300 */ 2036 */
2301 if (op->contr->ns->handle_command ()) 2037 if (op->contr->ns->handle_command ())
2302 return 1; 2038 return true;
2303 2039
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2040 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2041 return move_player (op, op->direction);
2316 2042
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2043 return false;
2322} 2044}
2323 2045
2324int 2046int
2325save_life (object *op) 2047save_life (object *op)
2326{ 2048{
2328 return 0; 2050 return 0;
2329 2051
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2052 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2054 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2055 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338 2057
2339 tmp->destroy (); 2058 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2059 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 2060
2342 if (op->stats.hp < 0) 2061 if (op->stats.hp < 0)
2355 return 0; 2074 return 0;
2356} 2075}
2357 2076
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2077/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2078 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2079 * function will descend into containers. op is the object to start the search
2361 * from. 2080 * from.
2362 */ 2081 */
2082static void
2083drop_unpaid_items (object *op, object *env)
2084{
2085 while (op)
2086 {
2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2088
2089 if (QUERY_FLAG (op, FLAG_UNPAID))
2090 op->insert_at (env);
2091 else if (op->inv)
2092 drop_unpaid_items (op->inv, env);
2093
2094 op = next;
2095 }
2096}
2097
2363void 2098void
2364remove_unpaid_objects (object *op, object *env) 2099object::drop_unpaid_items ()
2365{ 2100{
2366 object *next; 2101 if (!flag [FLAG_REMOVED])
2367 2102 ::drop_unpaid_items (inv, this);
2368 while (op)
2369 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371
2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2373 {
2374 if (env->type == PLAYER)
2375 esrv_del_item (env->contr, op->count);
2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384} 2103}
2385 2104
2386/* 2105/*
2387 * Returns pointer a static string containing gravestone text 2106 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2107 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the 2108 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better, 2109 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory. 2110 * but there isn't one in the server directory.
2392 */ 2111 */
2393char * 2112const char *
2394gravestone_text (object *op) 2113gravestone_text (object *op)
2395{ 2114{
2396 static char buf2[MAX_BUF]; 2115 static dynbuf_text buf;
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399 2116
2400 strcpy (buf2, " R.I.P.\n\n"); 2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2401 if (op->type == PLAYER) 2120 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2121 buf << " the " << op->contr->title;
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405 2122
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2123 buf << "\n\n";
2407 strcat (buf2, buf); 2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2408 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level); 2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2410 else
2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412 2131
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 { 2132 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer); 2133 static char buf2[128];
2418 strncat (buf2, " ", 21 - strlen (buf) / 2); 2134 time_t now = time (NULL);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2); 2136 buf << buf2;
2424 strcat (buf2, buf); 2137 }
2425 2138
2426 return buf2; 2139 return buf;
2427} 2140}
2428 2141
2429void 2142void
2430do_some_living (object *op) 2143do_some_living (object *op)
2431{ 2144{
2438 int rate_grace = 2000; 2151 int rate_grace = 2000;
2439 const int max_hp = 1; 2152 const int max_hp = 1;
2440 const int max_sp = 1; 2153 const int max_sp = 1;
2441 const int max_grace = 1; 2154 const int max_grace = 1;
2442 2155
2443 if (op->contr->outputs_sync) 2156 if (op->contr->hidden)
2157 {
2158 op->invisible = 1000;
2159 /* the socket code flashes the player visible/invisible
2160 * depending on the value of invisible, so we need to
2161 * alternate it here for it to work correctly.
2162 */
2163 if (pticks & 2)
2164 op->invisible--;
2444 { 2165 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2166 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2167 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2168 if (!op->invisible--)
2169 {
2170 make_visible (op);
2171 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2172 }
2448 } 2173 }
2449 2174
2450 if (op->contr->ns->state == ST_PLAYING) 2175 if (op->contr->ns->state == ST_PLAYING)
2451 { 2176 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2177 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2196 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2197 else
2473 { 2198 {
2474 gen_grace = op->stats.maxgrace; 2199 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2200 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2201 }
2519 2202
2520 /* Regenerate Grace */ 2203 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2204 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2205 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2227 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2546 } 2229 }
2547 2230
2231 if (op->stats.food > 0)
2232 {
2548 /* Regenerate Hit Points */ 2233 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2234 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2235 {
2553 op->stats.hp++; 2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2237
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2238 if (op->stats.sp < op->stats.maxsp)
2556 { 2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ))
2244 {
2557 op->stats.food--; 2245 op->stats.food--;
2246
2558 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2250 op->stats.food = last_food;
2251 }
2562 } 2252 }
2563 }
2564 2253
2565 if (max_hp > 1) 2254 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2255 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2256 over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2571 op->last_heal = 0; 2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2274 }
2573 else 2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2574 { 2283 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ))
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2576 } 2296 }
2297
2298 if (max_hp > 1)
2299 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2301
2302 if (over_hp > 0)
2303 {
2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2305 op->last_heal = 0;
2306 }
2307 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2309 }
2578 else 2310 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2312 }
2582 } 2313 }
2583 2314
2584 /* Digestion */ 2315 /* Digestion */
2585 if (--op->last_eat < 0) 2316 if (--op->last_eat < 0)
2586 { 2317 {
2587#ifdef COZY_SERVER 2318 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2319 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2320
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2321 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2322
2599 /* dms do not consume food */ 2323 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2324 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2325 op->stats.food--;
2602 } 2326 }
2603 2327
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2328 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2329 {
2606 object *tmp, *flesh = 0; 2330 object *flesh = 0;
2607 2331
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2332 for_inv_removable (op, tmp)
2609 { 2333 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2334 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2335 continue;
2336
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2338 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2340 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0); 2341 manual_apply (op, tmp, 0);
2342
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2343 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2344 break;
2618 } 2345 }
2619 else if (tmp->type == FLESH) 2346 else if (tmp->type == FLESH)
2620 flesh = tmp; 2347 flesh = tmp;
2621 } /* End if paid for object */ 2348 }
2622 } /* end of for loop */
2623 2349
2624 /* If player is still starving, it means they don't have any food, so 2350 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2351 * eat flesh instead.
2626 */ 2352 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2354 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2355 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2357 manual_apply (op, flesh, 0);
2631 } 2358 }
2359
2360 // If player is still starving, alert him!
2361 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! "
2363 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2364 }
2365
2366 if (op->stats.food < 0)
2632 } 2367 {
2368 op->stats.hp += op->stats.food;
2369 op->stats.food = 0;
2633 2370
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2371 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2375 }
2376 }
2636 2377
2378 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2380 kill_player (op);
2639 } 2381 }
2640} 2382}
2641 2383
2645 * file. 2387 * file.
2646 */ 2388 */
2647void 2389void
2648kill_player (object *op) 2390kill_player (object *op)
2649{ 2391{
2650 char buf[MAX_BUF];
2651 int x, y; 2392 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2393 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2394 int will_kill_again;
2662 archetype *at; 2395 archetype *at;
2663 object *tmp; 2396 object *tmp;
2664 2397
2665 if (save_life (op)) 2398 if (save_life (op))
2666 return; 2399 return;
2667 2400
2401 dynbuf_text deathtab;
2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2668 2438
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2442 */
2673 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2674 { 2444 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2446
2698 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2449 {
2701 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2459 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2710 } 2461 }
2711 2462
2712 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2468 return;
2716 } 2469 }
2717 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2718 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2719 2475
2720 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2721 2477
2722 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2479
2732 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2733 x = op->x; 2481 x = op->x;
2734 y = op->y; 2482 y = op->y;
2735 map = op->map; 2483 map = op->map;
2763 2511
2764 lost_a_stat = 0; 2512 lost_a_stat = 0;
2765 2513
2766 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2767 { 2515 {
2768 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2769 2517
2770 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2771 { 2519 {
2772 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2521 * what he lost.
2824 } 2572 }
2825 } 2573 }
2826 2574
2827 if (lose_this_stat) 2575 if (lose_this_stat)
2828 { 2576 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2834 * difference. 2582 * difference.
2842 lost_a_stat = 1; 2590 lost_a_stat = 1;
2843 } 2591 }
2844 } 2592 }
2845 } 2593 }
2846 } 2594 }
2595
2847 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2597 if (!lost_a_stat)
2849 { 2598 {
2850 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2853 2602
2854 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2856 else 2605 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2858 } 2607 }
2859#else 2608#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2861#endif 2610#endif
2862 2611
2863 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2613 * exp loss on the stone.
2865 */ 2614 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2867 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2622
2876 /**************************************/ 2623 /**************************************/
2877 /* */ 2624 /* */
2878 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2626 /* */
2882 /**************************************/ 2627 /**************************************/
2883 2628
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2631
2913 /* 2632 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2633 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2634 * and put them back in the map.
2917 */ 2635 */
2918 2636 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2637
2922 /****************************************/ 2638 /****************************************/
2923 /* */ 2639 /* */
2924 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2945 object *force; 2661 object *force;
2946 int at; 2662 int at;
2947 2663
2948 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2666 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2667 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2668 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2671 force->resist[at] = 100;
2956 2672
2957 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2674 op->update_stats ();
2959
2960 } 2675 }
2961 2676
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2678}
2964 2679
2965void 2680void
2966loot_object (object *op) 2681loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2969 2684
2970 if (op->container) 2685 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2686
2973 for (tmp = op->inv; tmp; tmp = next) 2687 for (tmp = op->inv; tmp; tmp = next)
2974 { 2688 {
2975 next = tmp->below; 2689 next = tmp->below;
2976 2690
2977 if (tmp->invisible) 2691 if (tmp->invisible)
2978 continue; 2692 continue;
2979 2693
2980 tmp->remove (); 2694 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696
2982 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2699
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2701 {
2988 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2989 { 2703 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2706 }
2994 else 2707 else
2995 tmp->destroy (); 2708 tmp->destroy ();
2996 } 2709 }
3002/* 2715/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2718 * was changed.
3006 */ 2719 */
3007
3008void 2720void
3009fix_weight (void) 2721fix_weight (void)
3010{ 2722{
3011 for_all_players (pl) 2723 for_all_players (pl)
3012 { 2724 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3014 2726
3015 if (old == sum) 2727 pl->ob->update_weight ();
3016 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3017 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3019 } 2734 }
3020} 2735}
3021 2736
3022void 2737void
3023fix_luck (void) 2738fix_luck (void)
3065} 2780}
3066 2781
3067void 2782void
3068make_visible (object *op) 2783make_visible (object *op)
3069{ 2784{
3070 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2786 op->invisible = 0;
2787
3072 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3073 { 2789 {
3074 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3076 } 2792 }
2793
3077 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3078} 2795}
3079 2796
3080int 2797int
3081is_true_undead (object *op) 2798is_true_undead (object *op)
3082{ 2799{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 2801 return 1;
3087 2802
3088 return 0; 2803 return 0;
3089} 2804}
3090 2805
3091/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 2808 * indicate greater hideability.
3094 */ 2809 */
3095
3096int 2810int
3097hideability (object *ob) 2811hideability (object *ob)
3098{ 2812{
3099 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3100 sint16 x, y; 2814 sint16 x, y;
3101 2815
3102 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3103 return 0; 2817 return 0;
3104 2818
3105 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3107 2821
3108 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3112 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3113 2827
3114 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 2832 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 2835 continue;
3121 } 2836
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 2838 level += 2;
3124 else /* open terrain! */ 2839 else /* open terrain! */
3125 level -= 1; 2840 level -= 1;
3126 } 2841 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 2853 */
3139
3140void 2854void
3141do_hidden_move (object *op) 2855do_hidden_move (object *op)
3142{ 2856{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3144 object *skop;
3145 2858
3146 if (!op || !op->map) 2859 if (!op || !op->map)
3147 return; 2860 return;
3148 2861
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3150 2864
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3154 { 2868 {
3164 num -= hide; 2878 num -= hide;
3165 2879
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 2881 {
3168 make_visible (op); 2882 make_visible (op);
2883
3169 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 2886 }
3172 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3226 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 2950 * -b.t.
3236 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3237 */ 2952 */
3238
3239int 2953int
3240player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3241{ 2955{
3242 rv_vector rv; 2956 rv_vector rv;
3243 int dx, dy; 2957 int dx, dy;
3255 2969
3256 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3257 2971
3258 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 2973 * through the object and find if it has any
3260 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3261 * a blocked los square. 2975 * a blocked los square.
3262 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3263 */ 2977 */
3264 while (op) 2978 while (op)
3265 { 2979 {
3266 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3268 2982
3269 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 2984 return 1;
2985
3277 op = op->more; 2986 op = op->more;
3278 } 2987 }
2988
3279 return 0; 2989 return 0;
3280} 2990}
3281 2991
3282/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3284 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3285 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3286 * return 0. 2996 * return 0.
3287 */ 2997 */
3288int 2998int
3289action_makes_visible (object *op) 2999action_makes_visible (object *op)
3290{ 3000{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3002 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3295 return 0; 3010 return 0;
3011 }
3296 3012
3297 if (op->contr && op->contr->tmp_invis == 0) 3013 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0; 3014 return 0;
3299 3015
3300 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3302 { 3018 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3304 return 1; 3020 return 1;
3305 } 3021 }
3306 } 3022 }
3023
3307 return 0; 3024 return 0;
3308} 3025}
3309 3026
3310/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3028 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3034 */
3318int 3035int
3319op_on_battleground (object *op, int *x, int *y) 3036op_on_battleground (object *op, int *x, int *y)
3320{ 3037{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3038 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3045 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3047 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3049 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3052 {
3336 /*before we assign the exit, check if this is a teambattle */ 3053 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3055 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3056 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3057 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3059 {
3345 if (x != NULL && y != NULL) 3060 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3347 return 1; 3063 return 1;
3348 } 3064 }
3349 } 3065 }
3350 } 3066 }
3067
3351 if (x != NULL && y != NULL) 3068 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3353 return 1; 3071 return 1;
3354 } 3072 }
3355 } 3073 }
3356 } 3074 }
3075
3357 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3358 return 0; 3077 return 0;
3359} 3078}
3360 3079
3361/* 3080/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3097 int i = 0, j = 0;
3379 3098
3380 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3108
3390 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3391 return; 3110 return;
3392 3111
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3117 return;
3399 } 3118 }
3400 3119
3401 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3121 item = tr->item;
3403 3122
3404 if (item->type == SPELL) 3123 if (item->type == SPELL)
3405 { 3124 {
3406 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3407 return; 3126 return;
3466 { 3185 {
3467 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3187 object *skin;
3469 3188
3470 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3191 ;
3474 3192
3475 if (!skin) 3193 if (!skin)
3476 return; 3194 return;
3477 3195
3512 else 3230 else
3513 { 3231 {
3514 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3233 tmp = arch_to_object (tr->item);
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3236 }
3521} 3237}
3522 3238
3523/** 3239/**
3524 * Unready an object for a player. This function does nothing if the object was 3240 * Unready an object for a player. This function does nothing if the object was
3525 * not readied. 3241 * not readied.
3526 */ 3242 */
3527void 3243void
3528player_unready_range_ob (player *pl, object *ob) 3244player_unready_range_ob (player *pl, object *ob)
3529{ 3245{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3248
3249 if (pl->combat_ob == ob)
3250 pl->combat_ob = 0;
3251
3531 if (pl->ranges[i] == ob) 3252 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3253 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3254}
3255
3256sint8
3257player::darkness_at (maptile *map, int x, int y) const
3258{
3259 if (!ns)
3260 return LOS_BLOCKED;
3261
3262 int dx, dy;
3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3264 return LOS_BLOCKED;
3265
3266 x += dx - ns->current_x;
3267 y += dy - ns->current_y;
3268
3269 return blocked_los (x, y);
3270}
3271
3272void
3273player::infobox (const char *title, const char *msg, int color)
3274{
3275 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3276}
3277
3278void
3279player::statusmsg (const char *msg, int color)
3280{
3281 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3282}
3283
3284void
3285player::failmsg (const char *msg, int color)
3286{
3287 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color);
3289}
3290

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